DOCUMENTATION

Stylized Beach Environment Pack

TECHNICAL DESCRIPTION


Includes:

  • 41 modular house meshes 
  • 17 modular lighthouse meshes 
  • 41 modular restaurant meshes 
  • 11 plants / trees 
  • 1 roads / road assets
  • 5 rocks 

Materials:

  • 125 materials / instanced materials 
  • 2 Material Functions 
  • 2 Water Materials / 2 Decals 

Textures:

  • 241 textures

Blueprints:

  • Bridge Spline Mesh
  • Bridge Pillar with Rope System
  • Cabinet
  • Counter 
  • Dock 
  • House 
  • Restaurant 
  • Lighthouse
  • Doors (House/Restaurant/Lighthouse) 
  • Sky Sphere 
  • Stairs 
  • Stool 
  • String Light
  • Restaurant Table Chair / Beach Table Chair 
  • Water 

Features:

  • Stylized Modular House.
  • Stylized Restaurant.
  • Stylized Lighthouse
  • Stylized Dock / Pier.
  • Stylized Store.
  • Stylized Beach Assets / Props
  • Stylized Road Assets.
  • Stylized Plants / Trees.
  • Stylized Rocks.
  • Ready to use.

Overview Map: Yes

Number of Unique Meshes: 165

Number of blueprints: 26

Collision: Yes, Automatically Generated

Vertex Count: from to 8602

LODs: Yes, Automatically Generated

Number of Materials and Material Instances: 130

Number of Textures: 292

Texture Resolutions: 

  • 1024x1024 to 4096x4096

Texture Style: PBR (Diffuse, Normal, Metalness, Roughness, Ambient Occlusion)

Supported Target Build Platforms: 5.2+

TECHNICAL DESCRIPTION

NOTE: THIS PARAMETERS / PLUGINS NEED TO BE ENABLED IN UNREAL ENGINE 5.2+


Project Settings

THIS PARAMETER NEED TO BE ENABLED IN UNREAL ENGINE 5.2+

  • Generate Mesh Distance Field in Project Settings > Engine > Rendering > Software Ray Tracing, to the stylized water works properly.

  • Enable Virtual Texture Support in Project Settings > Engine > Rendering > Virtual Textures.

OPTIONAL PARAMETER TO BE ENABLED

  • Use Hardware Ray Tracing when available in Project Settings > Engine > Rendering > Lumen.

  • Support Hardware Ray Tracing in Project Settings > Engine > Rendering > Hardware Ray Tracing.

  • Ray Traced Shadows in Project Settings > Engine > Rendering > Hardware Ray Tracing.

  • Ray Traced Skylight in Project Settings > Engine > Rendering > Hardware Ray Tracing.

Plugins Dependencies

  • PCG - Procedural Content Generation Framework
  • PCG - Procedural Content Generation Framework Geometry Script Interop
  • Landmass
  • Cable Component

LANDSCAPE AUTO MATERIAL / PCG LANDSCAPE 


AUTO LANDSCAPE MATERIAL

This auto landscape material automatically add grass, sand, wet sand, rocks, and it is possible paint dirt and grass with flowers. This will influence in the Landscape PCG.

Physical Surface

Choose one of the two options to add the physical surfaces to your project.

Option A

Add this line of code to the DefaultEngine.ini:

This will ensure the physical surface types are designated.

[/Script/Engine.PhysicsSettings]
+PhysicalSurfaces=(Type=SurfaceType1,Name="Grass")	
+PhysicalSurfaces=(Type=SurfaceType2,Name="Rock")	
+PhysicalSurfaces=(Type=SurfaceType3,Name="SandWet")	
+PhysicalSurfaces=(Type=SurfaceType4,Name="Sand")	
+PhysicalSurfaces=(Type=SurfaceType5,Name="GrassCloverFlowers")	
+PhysicalSurfaces=(Type=SurfaceType6,Name="Dirt")	
+PhysicalSurfaces=(Type=SurfaceType7,Name="Asphalt")	
+PhysicalSurfaces=(Type=SurfaceType8,Name="Tiles")

Option B

Go to project setings and add all the Physical Surface in:

Project Settings>Engine>Physics>PhysicalSurface.

  • Grass
  • Rock
  • SandWet
  • Sand
  • GrassCloverFlowers
  • Dirt
  • Asphalt
  • Tiles
    1. This surface will be needed in Auto Landscape Material.
    2. Which will be detected the physical surface in PCGB_PhysMat blueprint
    3. Which will be filtered in PCG_LandscapeGenerator to spawn the 3d meshes.

    Settings

    • To paint grass with flowers or dirt, you need to select the desired material and used the landscape paint tool.

    PROCEDURAL LANDSCAPE GENERATION

    Procedural Content Generation (PCG) - It is a plugin to Unreal Engine 5.2+ to generate procedural content in realtime. Whe created a PCG Graph to generate automatically all the landscape assets.

    PCG - Generate automatically all the landscape assets.

    • Rock / Stones
    • Grass / Trees / Plants
    • Beach assets: Seastar, seashells, plants.

    PROCEDURAL CONTENT GENERATION TOOLS


    PROCEDURAL HOUSE GENERATION

    This tool allows you to create a variety of different houses.

    Settings

    • Button: Enable runtime generations: Used to enable the runtime generation.
    • Button: Disable runtime generations: Real-time generation can be turned off once personalization is complete to enhance performance in game. 
    • Button: Generate Procedural House: If the runtime generation is disable you can procedural generate manually.
    • Check Box: Ground Floor Enabled: Used to enable and disable ground floor.
    • Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.

    PROCEDURAL DOCK GENERATION

    This tool allows you to create a variety of different docks.

    Settings

    • Button: Enable runtime generations: Used to enable the runtime generation.
    • Button: Disable runtime generations: Used to disable the runtime generation.
    • Button: Generate Procedural House: If the runtime generation is disable you can procedural generate manually.
    • String Light Enabled: Used to enable / disable the string lights.
    • Disable Middle Pillars: Used to enable / disable base middle pillars.
    • Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.

    Additional Settings (Front / Back / Left / Right)

    • Add fence to the pier: Used to enable / disable the fence in the pier.
    • Additionals: Used to select if you want to add a pier, stair or disable.
    • Stair type: Used to select the stair type.
    • Enable stair in the pier: Used to enable / disable stair in the pier.
    • Stair / Pier Position: Used to select the stair / pier position.
    • Stair / Pier Height: Used to select the stair / pier height.
    • Pier Depth: Used to increase / decrease the pier depth.

    PROCEDURAL STRING LIGHTS GENERATION

    This tool allows you to create a string light.

    Settings

    • Button: Enable runtime generations: Used to enable the runtime generation.
    • Button: Disable runtime generations: Real-time generation can be turned off once personalization is complete to enhance performance in game. 
    • Button: Generate Procedural String Light: If the runtime generation is disable you can procedural generate manually.
    • Depth / Width / Height: Used to increase and decrease the depth,width,and height of the house.

    BRIDGE SPLINE MESH / BRIDGE PILLAR (ROPE)

    With these blueprints you can create a procedural bridge and create a pillar system connecting ropes with physics.

    Hold alt to create new points


    Pillar / Rope Connections

    • Next Pillar: Used to connect the rope to the next pillar.
    • It is end mesh?: Used to enable / disable the rope to the end mesh. 
    • Rope Base: Used to select the connection type. Can choose Single, double side, corner and single inverted.

    PROCEDURAL LIGHTHOUSE

    With these blueprints you can create a procedural lighthouse and change the doors position.

    Settings

    • Button: Generate: Procedural generate manually.
    • Door Position: Change the main door position.
    • Balcony Door Position: Change the position for the Balcony Door.

    PROCEDURAL RESTAURANT

    With these blueprints you can create a Procedural Restaurant.

    Settings

    • Button: Generate: Procedural generate manually

    PROCEDURAL STAIR GENERATION

    With these blueprints you can create a procedural stair.

    Settings

    • Number of steps: Increase / Decrease the steps number.
    • Step height:  Increase / Decrease the height between steps.
    • Step rotation:  Increase / Decrease the rotation between steps.
    • Step scale:  Increase / Decrease the scale of the steps.

    BLUEPRINTS

    The pack has many blueprints to speed up the game development.

    DOORS

    All 3 doors open / close automatically when character is close.

    Restaurant Door


    House Door


    Lighthouse Door


    CABINET

    Can choose between 3 types of cabinets.

    Settings

    • Single
    • Double
    • Double with sink

    COUNTER

    Can choose between 2 types of counters

    Settings

    • With / without drawers
    • Change the beer brand image material.

    STOOL

    Randomize the stool rotation and sit height.

    Settings

    • Randomize the stool rotation and sit height.

    RESTAURANT TABLE / CHAIR

    Randomize the table / chair rotation and select the tablecloth.

    Settings

    • Randomize: Randomize: When clicked in randomize, will randomize the rotation of the table, chair and umbrella, and automatically disable the randomization to a better performance in game.
    • Tablecloth: Choose between 3 types of tablecloth.

    BEACH TABLE / CHAIR

    Randomize the table / chair rotation and select the tablecloth.

    Settings

    • Randomize: When clicked in randomize, will randomize the rotation of the table, chair and umbrella, and automatically disable the randomization to a better performance in game.

    SKYSPHERE

    Can generate a stylized sky sphere.

    Settings

    • Refresh Material: Used to update the skyphere material when have changed the directional light rotation.
    • Directional Light Actor: Select the main directional light.
    • Color Determined by sun position: Enable / Disable
    • Sun brightness: Increase / decrease the sun brightness.
    • Cloud speed: Increase / decrease the cloud speed.
    • Cloud Opacity: Increase / decrease the cloud opacity.
    • Star brightness: Increase / decrease the stars brightness.
    • Sun height: Increase / decrease the sun height.
    • Horizon falloff: Increase / decrease horizon falloff
    • Color configuration: Zenith color / Horizon Color / Cloud Color / Overall Color

    DAY / NIGHT CYCLE

    A simple day night cycle to give to your game lfe.

    Settings

    • Cycle Speed: This value will be increase the cycle speed.
    • Set Lights Enabled: Will enable and disable the environment automaticaly.
    • Disable Day/Night Cycle: Will disable the system.
    • Sun Light: Need to set the light that will be tha main light.
    • Night Light: Need to set a night light and after the configuration set visibility false.
    • Sky Sphere: Set the main sky sphere mesh.
    • Day Post Process: Need to select the postprocess used in day time.
    • Night Post Process: Need to select the postprocess used in night time.
    • All this arrays will be populated automaticaly. Road Post Light, Bridge Pillars, Counters, Pendant Lights, String Lights, Docks, Stores, Lighthouses, Restaurants.

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